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Worlds of Design: How Would You Design For Spelljammer?
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<blockquote data-quote="Andor" data-source="post: 7739616" data-attributes="member: 1879"><p>I disagree. You want mechanics and story to support each other. If you want free wheeling, swashbuckling action then the baseline 3e system which demands fighters must turtle or lose most of their damage is a lousy system. If you grim 'n gritty low fantasy adventures then pretty much any leveled system is not for you. If you want gonzo fantasy space adventures with beholder bartenders and giant space hampsters and Giff, then you need to design for that. If your mechanics are not meeting your story goal, change the mechanics. If your mechanics, in emergent play, take things in directions you didn't expect, but you like, then change the story. </p><p></p><p>As far as the original SJ mechanics go, I think the drive mechanisms do need a rethink. As it stands your party must cripple its most powerful member or cripple their ship. In practice it's just the 10 minute adventuring day writ large. "We dropped out of Jamming Speed Captain." "Good, all crewmen to napping stations." It would be better to either dump the mechanism entirely, or at least make it more granular by spending spell slots individually. </p><p></p><p></p><p></p><p>How so? If you mean the terrible threat of dropping rocks from altitude that is already a threat easily created in D&D by various combinations of spells, items and monsters. A D&D kingdom will have a way to deal with that threat, or capitulate, or fall. If you mean the fed/ex issue then that is absolutely solved by speed. If your spell jammer is not significantly faster in atmosphere than a sailing ship, then why am I not simply using a fleet of cheaper sailing ships? In 5e if I desperately need to get large amounts of stuff somewhere, and have the money/magic to hire or create a spell jammer in the first place, then I also have the money/magic to use <a href="https://www.5esrd.com/spellcasting/all-spells/e/enlarge-reduce" target="_blank">Reduce</a> and <a href="https://www.5esrd.com/spellcasting/all-spells/t/teleportation-circle" target="_blank">Teleportation Circle</a> to get my cargo anywhere with a circle in 1 minute for 50 gp in material components. </p><p></p><p>It is a simple fact that many D&D tropes don't survive contact with elements of high level play, that has been true since AD&D, and nothing has changed. The defensive value of a large pile of stone, unsupported by magic, in D&D is "Not very much" past 4th level or so. Ergo D&D castles are supported by magic, or they aren't used, or they are only in low level areas, and who is surprised that a bunch of 9th level characters can shove around a 3rd level town/princedom?</p></blockquote><p></p>
[QUOTE="Andor, post: 7739616, member: 1879"] I disagree. You want mechanics and story to support each other. If you want free wheeling, swashbuckling action then the baseline 3e system which demands fighters must turtle or lose most of their damage is a lousy system. If you grim 'n gritty low fantasy adventures then pretty much any leveled system is not for you. If you want gonzo fantasy space adventures with beholder bartenders and giant space hampsters and Giff, then you need to design for that. If your mechanics are not meeting your story goal, change the mechanics. If your mechanics, in emergent play, take things in directions you didn't expect, but you like, then change the story. As far as the original SJ mechanics go, I think the drive mechanisms do need a rethink. As it stands your party must cripple its most powerful member or cripple their ship. In practice it's just the 10 minute adventuring day writ large. "We dropped out of Jamming Speed Captain." "Good, all crewmen to napping stations." It would be better to either dump the mechanism entirely, or at least make it more granular by spending spell slots individually. How so? If you mean the terrible threat of dropping rocks from altitude that is already a threat easily created in D&D by various combinations of spells, items and monsters. A D&D kingdom will have a way to deal with that threat, or capitulate, or fall. If you mean the fed/ex issue then that is absolutely solved by speed. If your spell jammer is not significantly faster in atmosphere than a sailing ship, then why am I not simply using a fleet of cheaper sailing ships? In 5e if I desperately need to get large amounts of stuff somewhere, and have the money/magic to hire or create a spell jammer in the first place, then I also have the money/magic to use [URL="https://www.5esrd.com/spellcasting/all-spells/e/enlarge-reduce"]Reduce[/URL] and [URL="https://www.5esrd.com/spellcasting/all-spells/t/teleportation-circle"]Teleportation Circle[/URL] to get my cargo anywhere with a circle in 1 minute for 50 gp in material components. It is a simple fact that many D&D tropes don't survive contact with elements of high level play, that has been true since AD&D, and nothing has changed. The defensive value of a large pile of stone, unsupported by magic, in D&D is "Not very much" past 4th level or so. Ergo D&D castles are supported by magic, or they aren't used, or they are only in low level areas, and who is surprised that a bunch of 9th level characters can shove around a 3rd level town/princedom? [/QUOTE]
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